/Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorAssetSubsystem.h
Load an asset. It will verify if the object is already loaded and only load it if it's necessary.
Found or loaded asset.
[UObject](API\Runtime\CoreUObject\UObject\UObject) * LoadAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath )